Medium-Size Outsider (Chaotic, Evil) |
Hit Dice: | 7d8+7 (38 hp) |
Initiative: | +7 (+3 Dex, +4 Improved Initiative) |
Speed: | 30 ft. |
Armor Class: | 15 (+3 Dex, +2 natural) |
Base Attack/Grapple: | 0 |
Attack: | 0 |
Full Attack: | 2 claws +9 melee, bite +4 melee |
Space/Reach: | 5ft. by 5ft./5ft. |
Special Attacks: | Spell-like abilities, pounce, improved grab, rake 1d6+1 |
Special Qualities: | Immunities, light vulnerability, turn vulnerability |
Saves: | Fort +6, Ref +8, Will +6 |
Abilities: | Str 14, Dex 17, Con 13, Int 12, Wis 13, Cha 13 |
Skills: | Appraise +8, Bluff +8, Concentration +8, Hide +10, Jump +9, Listen +8, Move Silently +10, Spot +8, Sense Motive +8 |
Feats: | Dodge, Improved Initiative |
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Environment: | Any land or underground |
Organization: | Solitary, pair, or tribe (3-18) |
Challenge Rating: | 8 |
Treasure: | Standard coins; double goods; standard items |
Alignment: | Chaotic Evil |
Advancement: | 8-11 HD (Medium-size); 12-21 HD (Large) |
Level Adjustment: | 0 |
Shadow fiends are tall, slender demonic, winged humanoid skeletons composed of a dark, wispy substance. Their hands and feet both end in wicked claws.
CombatShadow fiends prefer surprise instead of direct combat tactics. Usually they enshroud an area in darkness and pounce over enemies before hiding again in the shadows. Otherwise they stalk powerful leaders or heroes then imprison them in gems with their magic jar abilities and sell their souls to fiends and night hags.Spell-Like Abilities: Shadow fiends can use the following spell-like abilities once per day – darkness, fear and magic jar. These abilities are as the spells cast by a 10th level sorcerer (DC 11 + spell level). If a victim succeeds in a Will save against its magic jar ability, the shadow fiend is stunned for 1d3 rounds.Pounce (Ex): If a shadow fiend leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.Improved Grab (Ex): To use this ability, the shadow fiend must hit with its two claw attacks. If it gets a hold, it can rake.Rake (Ex): A shadow fiend that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d6+1 damage each. If the shadow fiend pounces on an opponent, it can also rake.Immunities (Ex): Shadow fiends are immune to fire, cold and lightning.Light Vulnerability (Ex): Shadow fiends suffer a –4 morale penalty to AC and takes double damage from all attacks while in bright lightning, such as a daylight spell. While up to torchlight or light spell, shadow fiends suffer no penalty and gain a +1 circumstance bonus to attacks. Up to candlelight or moonlight, or darker, shadow fiends gain a +4 circumstance bonus to AC, +2 circumstance bonus to attacks and take half damage (rounded down) from all attacks.Light-based spells cast directly upon the shadow fiend inflict 1d6 points of damage per caster level.Turning Vulnerability (Ex): A shadow fiend, although not undead, can be turned if a cleric succeeds in a turning check with a +6 turn resistance.Skills: Shadow fiends receive a +12 racial bonus to Hide while in shadowy areas.
Habitat/SocietyThese beings live in villages made of unsettling sculpted shadowstuff in Carceri or the Gray Waste. Shadow fiends are more known for dealing with night hags, fiends and liches, though a bizarre link to black dragons is said to exist.0
EcologyShadow fiends collect and sell souls specially selected to choice clients. The resulting market of souls is the basis of infernal ecology.For more detailed information please see the Planescape Monstrous Compendium Appendix (pg. 86).